Development Cycle Archive

Thread: October 9th Information

Aeniepo
Thu Oct 09, 2003 4:18 pm
#118

1. Seems that AP on Weapons causes you to do less dmg than with no AP.


I'm a rifleman and verified with two other riflemen on Bria, that when I use my rifles with Armor Piercing, the target takes less damage then from a non AP rifle (DLT20a for example), for comparible damage. Pre-patch, an Advanced Strafe Shot ( /strafeShot2) could do as much as 4k dmg with my laser rifle. Now the best i have seen is half that.. Normally the dmg listed in the log would be lower than the actual dmg( bubble) because of bonus from AP and what have you.. now the dmg in the bubble is 50%+ less than the damage listed in the log when using weapons with AP. This makes a rifleman dangerously close to unplayable, since we get killed very fast be units at close range andalmost all our high dmgweapons are AP1,2,3.Now we are almost unable to defend ourself even at long range, even with our hightest damage weapons.


Please address this as soon as possible, as I will most likley not be playing till it is fixed. I died a few times from some small NPCs that i normally can destroy without trouble.


Thanks for your time,




Aeniepo Sasa [Rebel Colonal / Alliance Ace Pilot]
*** 3rd Master Rifleman on Bria ***
79Weeks
Thu Oct 09, 2003 4:21 pm
#119

Still waiting for the Graul Mauler baby issue to show up in the Update Issues Status list.


Have they, or have they not, been eliminated?




Not the game it used to be
ZOOM
Too depressed to play
evlfred
Thu Oct 09, 2003 4:21 pm
#120

Just did some more testing with the BAF/Social thing, wanted to make sure it wasn't related to there being a scout animal. Found a group of Gurnasets, used to be able to pull them one at a time. No scout animal in the group, shot one, all 6 came at me. Even with mask scent and all still got the whole camp.

Gaalahad
Thu Oct 09, 2003 4:22 pm
#121

Some that I didn't see listed:


1. Can obtain negative wounds at least in quickness and stamina. My character has -75 in both.


2. Cries of Alderaan bonus allows towperson faction to go over 5000. My character now has 5003. After killing a thug received the message "you receive -6 townperson faction standing and 3 cries of alderaan bonus."


3. Some bleeds and poisons last very long > 30 minutes. (Make that 40 minutes while I'm typing this. Please check the math.) On the bleed it took over a dozen firstaids to stop it. May be an exploit.


4. A character PII on Corbantis has figured out a way to circumvent the lack of revenge TEF happened last night in Anchorhead. Also, no faction points for deathblowing him.


Ko-aIri
Thu Oct 09, 2003 4:25 pm
#122

I read the big post of issues today, and thanks to all the developers who are taking the time to do this, however, the following issue STILL has not been addressed:

I can normally control 35 pet levels. I have two graul mauler babies, level 3 each yesterday. When I called one, I could not call the other, it tells me I have exceeded my control ability. Friends of mine since patch have had similar problems where the ADULT level of their baby (34 in this case) is counted against them, if it is called FIRST. A friend who has the ability to control 50 pet levels has two baby pets that at adult were level 25 each and could call them, but he was unable to call one of the babies plus an adult graul mauler, although the baby was CL 6 at the moment I believe and 6+34 = 40 not 50.

One person reported that if you call a low-level pet FIRST, such as for example a level 20, you can then call the baby in addition at its normal level. I was able to verify this JUST NOW by calling my level 22 ancient reptilian flyer and then my now level 6 graul mauler baby. They both came out. But I am unable to call two level 6 graul mauler babies, since it treats the first one as level 34 and then the second one as level 6, which is therefore higher than my ability level.

This is a terrible bug where babies are treated as adults.

Also possibly related to this bug, baby wild creatures (not CH pets) were seeming to do adult level damage to me yesterday, not the mere annoying heel-biting they normally do.

And although personally I don't care much about this since I have 6 of them, hopefully a dev or our correspondent will read this post and thus respond, so this is here for consideration as well: No graul mauler babies have been found post-patch, and they are assuming they are removed like the other extincts. If someone could verify with "yes, they are gone" or "no, they just became ultra-rare like they should be" I'm sure the creature handlers like myself would appreciate it.

But PLEASE address this calling and issue, it's really impeding CH as a class, especially since all our pets get shredded in seconds now that there is no armor.



Ko-a Iri / Aosa Oto / Heston / Si'ro Eti
Twi'lek Creature Handler / Rodian Dark Jedi Knight / Human Bio-Engineer / Ithorian Shipwright
Dark Order Guildleader


Creature Handler Correspondent & Combat Upgrade Alpha Participant
...has been recognized as having an exceptional biography (Ko-a)
...has been recognized as an exceptional soldier in the war (Ko-a, Aosa)

Ashii
Thu Oct 09, 2003 4:32 pm
#123

With respect to the 'Can't pull last item out of the crate'. I have experienced this bug with a crate of Generator Turbines that were made before the patch. I have not tried after the patch.


In addition, crates of Generator Turbines cannot be clicked on while crafting to populate the recipie. Even from the inventory.


I've got a crate with 1 generator turbine in it that I can't remove sitting in my inventory if you need an example for debugging.


Also, I assume you are aware that crates in the Input Hopper in general will not populate their respective recipie slots no matter what is in the crate. This issue isn't limited to Generator Turbines.


-Jubey,Master Architect


Corbantis




-Jubey, Core Tech Master Architect,
East Dune Sea Oasis, Tatooine (5011, 3290)
DeQuosaek
Thu Oct 09, 2003 4:37 pm
#124

  • The Advanced Resilience Compound schematic for Combat Medics will not load. I don't belive it ever has.
  • When putting power into a harvesterwhile you have both wind/ solar power and radioactive powerin your inventory anywhere - even in a backpack - the radioactiveswill be put into the machine first. I realize that radioactives can be used as power, but if I need it to craft with I would like an option to NOT use radioactives when I have both solar and wind energy in my inventory. Please make Wind and Solar the defaults when putting power in a harvester. Currently it defaults to radioactives which I desperately need for poisons.

  • When applying poison the response gives the whole path of the creatures name: ie: "You apply poison to mob_names/creature/durni" <--- not exact quote, but general idea

  • The inventory sort order does not save after any load occurs.
  • The backpack and other containers sort order does not save at all.
  • The "graphics options" reset to certain settings every time you log in for the first time. The "show detail world objects" is always unchecked. "Fade objects" is always checked. The slider for "character level of detail" is always reset to the middle.
  • The "terrain options" many times (not every time) will reset so that the "terrain detail level" slider ends up all the way to the left (less detail)
  • There is no way to choose which medicine to use when you have ranged, area, and regular stims in your inventory. Different commands to specifically use ranged or areawould be great. (but have the regular /Healdamage still use any available)


  • All constructive ideas / fixes / problems. Please rate this above a 3 so it can be seen.


    Thanks to all. Devs, Respect.





    Some of my pet peeve bugs:
    •Armorsmith protection layers were not converted with the CU.
    •Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

    Natacha-MC
    Thu Oct 09, 2003 4:41 pm
    #125

    Correction - food factories WILL manufacture BE tissues ONLY if you re-deed the factory.







    Master Chef / Master Bio Engineer
    Retired 8/28/04

    TokaiiLukos
    Thu Oct 09, 2003 4:46 pm
    #126

    "I would like to squash the inaccurate accusation that every time we fix one thing, two things break. The truth of the matter is every time we fix 100 things, 8 things seem to break. "



    You're being too kind to yourself. I'd say more like fix 5, break 4. To get your estimate you must count as fixes things like coloring the skills boxes orange and having imp npcs stop scratching themselves. On serious things, ask a DE or a BE, I think my estimate is more accurate.






    Tokaii Lukos, Master Doctor
    Carlos DelMuerte, Bounty Hunter
    evlfred
    Thu Oct 09, 2003 4:48 pm
    #127

    more BAF testing, this time Perlecks, always could pull one at a time b4. Made sure I was well out of range of any other perleck and just hitting one barely in max range (well outside agro range). Hit one, every perlek came after me, no scout perleck present. This kills any kind of solo xp action.
    Saepiroth
    Thu Oct 09, 2003 4:55 pm
    #128

    Additional problem; certs are GONE. You can use any weapon you like and deal full damage.



    A friend of mine got a case of Cryobans to test it out, and is currently feezing his way about town formore damage than his now gimpy T21.





    Sapp O'Rath:
    Booty Hunter, Imperial Colonel, Grand High Procurator of Dongs
    Sapp's Postulate: SOE is a corporate experiment in just how hard you can piss in someone's eye and still have them pay you for the privilege.
    ITAvenger
    Thu Oct 09, 2003 4:55 pm
    #129

    I'm amazed that the Bio Engineers have not posted on this board yet. Well DNA sampling doesn't work anymore. No matter what level creature you try and sample it goes aggressive almost 100% of the time. I tried on chubas all the way up to bol pack runners. This makes both the first and third columns of the Bio tree useless.


    Other people have mentioned that tissues are not stacking and can't be made in the factories unless the factory is redeeded. I have not had a chance to check this yet today. Hopefully pet stims still work that seems to be the only thing Bio engineers can do currently.


    Are there any plans to completely remove this proffession?




    Ellim Barcrawler - Flurry Imperial
    (ret)Master Commando (holo1)
    Novice Pikeman (holo 2)

    Sroma - Test Center Rebel
    Master Artisan
    WeaponSmith 1-1-2-1

    Kofoo Danaab - Test Center Neutral
    Novice Smuggler
    oroob
    Thu Oct 09, 2003 4:59 pm
    #130

    The game is UNPLAYABLE now!!!!


    The damage i take now since patch has made the game UNPLAYABlE!!!!


    I can't play if everything kills me or i can't do missions thats worth anything. HEY RETARDS, ITS A GAME, GAMES ARE SUPPOSED TO BE FUN!

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